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Strix KinmateCreature 2

Source Pathfinder Bestiary 3
Perception +9 (low-light vision)
Languages Common, Strix
Skills Acrobatics +8, Nature +7, Survival +9
Str +2, Dex +4, Con +0, Int +0, Wis +3, Cha +0

AC 18; Fort +6; Reflex +10; Will +7;
HP 24
Speed 25 feet (fly 25 feet)

Shortsword One Action +10 (+6, +2) to hit (agile, finesse, versatile s) 1d6+4 Piercing
Talon One Action +10 (+6, +2) to hit (agile, finesse) 1d6+4 Slashing
Shortbow One Action +10 (+5, +0) to hit (deadly d10, range increment 60) 1d6+2 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Strix Camaraderie

Strix kinmates are tightly bonded to one another, adept at teamwork and supporting each other's attacks. If an enemy is within reach of both the kinmate and one other strix, that enemy is Flat-Footed to all strix.

Strix Vengeance Free Action (emotion, mental)

Frequency once per 10 minutes

Trigger The kinmate or a strix ally they can see is damaged by an enemy's critical hit

Effect Until the end of their next turn, the kinmate gains a +1d6 status bonus to damage rolls on Strikes they make against the triggering enemy.

Strix are avian humanoids with sprawling, dark-feathered wings and large talons. Strix possess angular features and piercing eyes that are fixed facing forward. Their lurching head movements and vertical eyelids give an unnerving quality to their humanoid appearances.

Strix, called itarii in their own language, live in tightly bonded roosts nestled into the cliffs and treetops of Golarion's highest elevations. Their societies mostly share a communalist, tribal structure, each led by a female leader called a rokoa. Their dwindling population, combined with the adversity they face, promotes interconnectedness and empathy, even between different tribes. By contrast, strix face an ageless conflict with the human populations that surround their home at Devil's Perch, forced to fiercely defend their ancestral territories against human incursion. As a result, strix distrust humans on sight, though these grudges typically don't extend to human offshoots, such as half-orcs and half-elves.

Oral tradition tells that the strix who live among the spires of Devil's Perch, an area in the southwest region of Cheliax's Menador Mountains, were banished there by a massive storm as punishment for an ancient, forgotten transgression. Strix communities debate whether this curse still haunts their people. Those that believe so cite the endless bloody conflict between the strix tribes and the nearby humans, who regard the strix as winged devils to be purged from their territories. Due to strix's deep emotional connection to each member of their tribe, any strix life taken by human hands leads to swift retaliation, which humans use to paint strix as monsters. This cycle of retribution, along with continuous loss of strix land, has bred generations of hatred.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.


Winged humanoids, most of whom live in and around Cheliax.